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Rick and Morty: Mr. Meeseeks' Box o' Fun Dice and Dares Game thumbnail

Rick and Morty: Mr. Meeseeks' Box o' Fun Dice and Dares Game

Rick and Morty: Mr. Meeseeks' Box o' Fun Dice and Dares Game Rulebook

Table of Contents

Table of Contents

  • Card Types
  • Components
  • Objective
  • Set-Up
  • Gameplay
  • Turn Sequence
  • Dice
  • Stealing Dice
  • Allocating Dice
  • More On Requests
  • Completing a Request
  • Incomplete Requests
  • More on Meeseeks

Card Types

Requests: These are the tasks you are trying to complete. Each player may have only one Request in front of them at a time. Each Request card has dice results that you must achieve in order to complete it. When a die you roll matches one needed on your Request, place that die on that card. Couldn't be easier!

Request card anatomy (as labelled on the printed card-type diagram): Title, VP Value (in the upper right corner), Roll Requirement (the die results needed), and Failure Consequence ("At the end of your turn, if you have not completed this Request draw a Dare.").

Dares: If you fail to complete a Request during your turn, you have to draw one of these cards. If you do the Dare, place that Dare card into your score pile. It's worth 1 VP. If not, you're a chicken (and you must discard the card).

Mr. Meeseeks: These are the cheerful fellows who will help you with your Request. They will sometimes let you re-roll dice, or might even give you a certain die result for free. Of course, the Meeseeks help is not always so helpful and they can get powerful angry if things are taking too long. They just want to help you out so they can die. That's their purpose! Why won't you let them die?

Components

  • 24 Dice
  • 30 Hit Point tokens
  • 35 Request cards
  • 60 Dare cards
  • 50 Mr. Meeseeks cards
  • 1 30-Second Sand Timer

The battery for the button is replaceable. If the button comes off the box during this procedure, glue it back on, you fumbling Jerry!

Objective

Score enough Victory Points to win! You can earn Victory Points (VPs) by completing Requests and performing Dares. The harder the Request, the more VPs it is worth. All Dares are worth 1 VP, no matter how demeaning they are.

# of PlayersVPs Needed To Win
220
318
416
514
612

Set-Up

  1. Each player takes five Hit Point tokens (you decide if you want to look at only Rick's face, only Morty's face, or a mix of both!).
  2. Make a pool of dice equal to the number of players x4 and place them in the middle of the table. For example, a four-player game would feature a pool of 16 dice.
  3. Shuffle each deck individually and then place all of the decks in the center of the table.
  4. The player who most recently got someone else to do a menial task for them goes first. From that point on, play proceeds clockwise.

Gameplay

The game plays out over a series of rounds until one player has scored enough VPs to win. When it's your first turn, draw a Request card and put it face up in front of you. The VP value of the card is in the upper right corner. If you complete the Request, you score the VP value of that card.

Turn Sequence

  1. Draw a Request, unless you already have one.
  2. Roll dice. If you have no dice allocated to your Request, roll five dice. Otherwise, roll one fewer die for each die already allocated to your Request.
  3. Allocate dice to your Request.
  4. If you did not complete your Request, draw a Mr. Meeseeks card.
  5. Use your Meeseeks in the order of your choosing to try to complete your Request.
  6. End of Turn: a. If you have a number of Meeseeks in front of you equal to or greater than the VP value of your Request, they get angry and try to kill you. Roll one die for each Mr. Meeseeks card in front of you. For each 6 you roll, lose 1 Hit Point. b. If you have an incomplete Request in front of you, draw a Dare card ... unless you're dead! c. Return all dice that are not on your Request card to the dice pool. d. It is now the player on your left's turn.

Dice

Dice are shown on most Request cards. These are the die results you must achieve. You'll roll five dice to achieve these results. Subtract one for each die already allocated to your Request. On your first turn of the game, you have no dice allocated. You'll grab five dice from the pool and roll them.

Stealing Dice

If not enough unallocated dice are in the pool for you to roll all of the dice you are supposed to, steal dice from other players' Request cards until you have the correct amount of dice to roll.

Example: There are exactly five dice in the dice pool at the start of your turn. You grab them and roll, then draw a Meeseeks that reads, "Roll an extra die." Since there aren't any more dice in the pool, you steal one that is on another player's Request card and roll it. That player does not get it back.

Allocating Dice

During your initial five-die roll and any re-rolls you perform during your turn, any dice that result in numbers you need may be added to your Request card. Place each die directly onto the matching die on your card.

Note that you may need to steal dice from other players' Request cards if the dice pool does not contain enough dice.

Example: If a Request requires a 1-2-3 die result, you can place a 2, 3, or 1 die on the card as your first allocated die.

Example: Your Request is "I Want to Leave a Smaller Carbon Footprint." You must roll four 5's to complete this Request. You grab five dice from the pool, roll them, and get a 1, 1, 3, 5, and 6. The 5 you rolled is needed to complete the Request, so you place it right on top of one of the 5's shown on your Request card. Do not change the results on the other dice.

More On Requests

Most Requests simply show dice results that you need to allocate to complete them. You do not have to allocate the dice in any particular order.

Some Requests don't show die results, but instead show two groupings of dice outlined with different colors (the specific colors don't have any game relevance). These Requests are nicknamed "Two Pair" and "Full House" by the Smith Family. They allow you to choose the die values needed for your Request after rolling, one value for each color. To complete your Request, you will need to roll multiple instances of the die values you choose. You may choose both numbers during your initial roll if you wish, or not. The two numbers cannot be the same, so, for example, five 6's won't complete the Request.

"Two Pair" Example: You draw the Request "Help Me Accessorize My Outfit" and roll five dice. You roll two 4's, as well as a 1, 3, and 6. Since you need two of one number and two of another number, you allocate the two 4's to the spaces outlined in purple. You decide to allocate the 1 die to spaces outlined in red. Now you need to roll another 1 to complete the Request.

"Full House" Example: You draw the Request "I Want to be a More Complete Woman" and roll five dice. You roll two 4's, as well as a 1, 3, and 6. Since you need three of one number and two of another number, you decide to allocate the two 4's to two of the three spaces outlined in purple. You could allocate the 1, 3, or 6 to the spaces outlined in red, but you decide not to. Now, to complete the Request, you need to roll another 4 and allocate two dice of the same value (other than 4) to the spaces outlined in red. Alternately, you could have allocated the two 4's to the two spaces outlined in red, finishing that part of the card.

Completing a Request

If you allocate the proper dice to complete your Request, hurray: The Meeseeks have fulfilled their purpose and can cease to exist! Place your completed Request into a face-up VP pile off to your side. The VP values of the cards in this pile are your current score. Discard all Meeseeks you had in play. Gain 1 Hit Point, up to a maximum of 5. Place the dice in front of you back into the dice pool. If your VP total equals or exceeds the required amount based on the number of players, you win the game!

Incomplete Requests

If the Meeseeks did not help enough for you to complete your Request, both the Request card and all your Meeseeks stay in play in front of you. Keep the allocated dice on your Request, but return the other dice to the dice pool.

Count the number of Meeseeks in front of you. If their number is equal to or greater than the VP value of your Request, things get ugly and they attack you! Roll one die for each Meeseeks card in front of you. For each 6 you roll, you lose 1 Hit Point. If you run out of Hit Points, you die and are out of the game! Prevent this by not failing so much, you Jerry.

If you're still alive after the Meeseeks gang up on you (or there weren't enough in play to attack you), draw a Dare. That's right! You have to do something silly or embarrassing in front of your friends for being such a failure. Grab the Sand Timer ... you'll need it. If you successfully do the Dare, place it face up onto your score pile. If not, discard it.

If you do not complete the Request on one throw of the dice, you're going to need the help of a Meeseeks! Press the button on the box and draw a Meeseeks card, placing it face up in front of you. Do as the card instructs you. It may or may not help you. Either way, it stays in play until the Request card has been completed!

More on Meeseeks

You must use each of the Meeseeks in front of you during your turn until you have used them all, completed your Request, or failed to complete it. Use them one at a time, and turn them sideways after using each one, showing that it has been used for the turn. At the end of your turn, turn them back upright.

A Meeseeks that provides you with a value is not "used," but may be placed next to your Request as if it were a die. A Meeseeks that provides you with a value cannot be "re-rolled." For example, you have a Meeseeks that provides you with a 1. You have another Meeseeks that allows you to re-roll any number of "1's." You cannot re-roll the Meeseeks that provides a 1, as it is not a die that may be rolled.

If a Meeseeks needs to be killed (by a card effect), you choose which one gets killed. You may even choose to kill the Meeseeks that is doing the killing.

One card in the Meeseeks deck is not actually a Meeseeks. It's called "Love Conquers All." Don't go looking for it and spoil the surprise!